namespace Table.DataModel
{
    public class TableUSFBuff
    {
        /// <summary>
        ///buff的id
        /// </summary>
        public int buffId;
        /// <summary>
        ///普通战斗中产生的buff
        /// </summary>
        public string battleBuffers;
        /// <summary>
        ///总持续时间(毫秒)0表示永久    -1表示瞬时，例如之间一波血
        /// </summary>
        public int totalTime;
        /// <summary>
        ///周期，多长时间触发一次(毫秒)
        /// </summary>
        public int duration;
        /// <summary>
        ///分组,同组的会替换
        /// </summary>
        public int groupId;
        /// <summary>
        ///优先级,值越大优先级越高
        /// </summary>
        public int priority;
        /// <summary>
        ///是否是前端计算，周期性的需要 （0-后端计算。1-前端计算）
        /// </summary>
        public int isClientSide;
        /// <summary>
        ///状态特效
        /// </summary>
        public int[] stateEffect;
        /// <summary>
        ///起效特效
        /// </summary>
        public int[] activateEffect;
        /// <summary>
        ///图标
        /// </summary>
        public string icon;
        /// <summary>
        ///据点使用特效
        /// </summary>
        public int fortrestParticle;
        /// <summary>
        ///描述
        /// </summary>
        public string buffDesc;
        /// <summary>
        ///是否显示飘字特效
        /// </summary>
        public int isShowFlyText;
    }
}
